15 m_RepairedItemName(
""),
42 if (a_Player !=
nullptr)
Handles the main inventory of each player, excluding the armor and hotbar.
void DistributeStackToAreas(cItem &a_ItemStack, cPlayer &a_Player, cSlotAreas &a_AreasInOrder, bool a_ShouldApply, bool a_BackFill)
Called from DistributeStack() to distribute the stack into a_AreasInOrder; Modifies a_ItemStack as it...
cAnvilWindow(int a_BlockX, int a_BlockY, int a_BlockZ)
cSlotAreaAnvil * m_AnvilSlotArea
void SetRepairedItemName(const AString &a_Name, cPlayer *a_Player)
Set the repaired item name.
void GetBlockPos(int &a_PosX, int &a_PosY, int &a_PosZ)
Gets the Position from the Anvil.
std::vector< cSlotArea * > cSlotAreas
AString m_RepairedItemName
void UpdateResult(cPlayer &a_Player)
Handles a click in the item slot.
AString GetRepairedItemName(void) const
Gets the repaired item name.
virtual void DistributeStack(cItem &a_ItemStack, int a_Slot, cPlayer &a_Player, cSlotArea *a_ClickedArea, bool a_ShouldApply) override
Called on shift-clicking to distribute the stack into other areas; Modifies a_ItemStack as it is dist...
Handles the hotbar of each player.